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Re: [32bpp] Extra zoom levels Graphics
Posted: 20 Aug 2008 18:55
by maquinista
I have coded the new Varivar's houses. I will release the other file (1517-1518.tar) as a GRF + PNG file.

Re: [32bpp] Extra zoom levels Graphics
Posted: 20 Aug 2008 19:09
by Varivar
Thanks again! I'm very happy that you're able to code my buildings

. I've tested it and it worked.
Re: [32bpp] Extra zoom levels Graphics
Posted: 20 Aug 2008 19:10
by CommanderZ
Lol, it seems you have done a mistake. The new house has varivar's construction phase and once it is finished it turns into the orange house

Re: [32bpp] Extra zoom levels Graphics
Posted: 20 Aug 2008 19:14
by Varivar
CommanderZ wrote:Lol, it seems you have done a mistake. The new house has varivar's construction phase and once it is finished it turns into the orange house

I don't have that problem. Maybe you forgot to unpack those sprites (1517_z0.png and 1518_z0.png)?
Re: [32bpp] Extra zoom levels Graphics
Posted: 20 Aug 2008 19:15
by CommanderZ
Sorry, never mind, I didn't delete the 1517-1518.tar, so they conflicted.
Re: [32bpp] Extra zoom levels Graphics
Posted: 20 Aug 2008 19:39
by GeekToo
http://www.tt-forums.net/viewtopic.php?p=720388#p720388 , I've renamed the sprites, so they don't conflict anymore
Re: [32bpp] Extra zoom levels Graphics
Posted: 21 Aug 2008 00:25
by maquinista

I have created the new GRF, and now you can use the two models without loss the original model 1506:

Now, We have one more house in the game, and the original model 1506 can be modeled as three small buildings, like the original.
The TAR file has eight PNG files, a license and a GRF file. This file works like a typical GRF file, You can put It in "data" folder, and load it in New GRF window.
Is coded to show three construction stages and finished building, but these PNG files (8) are four copies of the base and building, because the construction stages haven't been modeled. These construction stages can be easily added replacing the PNG files with other. The 8bbp building is a bit ugly, but It isn't showed in the game.
EDIT: I have updated the file, because the houses has the properties of the statue. Now, it has the properties of the other houses.
Re: [32bpp] Extra zoom levels Graphics
Posted: 22 Aug 2008 12:24
by djpety94
Re: [32bpp] Extra zoom levels Graphics
Posted: 22 Aug 2008 15:26
by Slye_Fox
Nice, but those wheels and shelving won't be seen ingame.
Re: [32bpp] Extra zoom levels Graphics
Posted: 22 Aug 2008 17:19
by maquinista
Some new 32 bits graphics by Brupje:
They are under GPL license.
If You like, I can create a new GRF of this office building:
http://www.tt-forums.net/viewtopic.php?p=563534#p563534
EDIT: Sorry This building fits better in 3×3 tiles, and I don't know how I can code it:
http://www.tt-forums.net/viewtopic.php?p=562753#p562753
Re: [32bpp] Extra zoom levels Graphics
Posted: 22 Aug 2008 23:01
by Teemes
I made a replacement for the default Stanier (or Chaney...) Jubilee for v9 of the extra_zoom_levels patch. z1 and z2 are also included. As usual, released into the public domain under the CC license. Please note that it also overwrites the graphics for the SH8P. As these engines share the same graphics, there is not a lot that can be done about that, unless maquinista writes a .grf file

(won't be needed until there are new graphics for the 8P, too, though).
Question: the shadows in my renders come out much lighter than the ones by ben_robbins/slye_fox. Fiddling with the Ref and Amb sliders in Blender doesn't fix that. Any ideas? Would be nicer to stick closer to these models...
EDIT: This file is
outdated. Download the new version
here. (Page 15 of this thread)
Re: [32bpp] Extra zoom levels Graphics
Posted: 23 Aug 2008 00:39
by maquinista
Very nice!
I have seen that You have the gray asphalt. The road crossings (with Wotans signals) was created with bluish asphalt that I use (I prefer it, and the TAR file has tunnels). I have created more sprites for the crossings, with gray asphalt.
If You use the bluish asphalt, use this file:
http://www.tt-forums.net/download/file.php?id=94451
Re: [32bpp] Extra zoom levels Graphics
Posted: 23 Aug 2008 01:18
by Slye_Fox
that train is awsome and cute.
But i think that some textureign can make it look better.
it seems too bright next to the carrages.
Re: [32bpp] Extra zoom levels Graphics
Posted: 23 Aug 2008 07:16
by brupje
omg that looks great

Re: [32bpp] Extra zoom levels Graphics
Posted: 23 Aug 2008 08:11
by Varivar
Your train looks really nice.

The red version is indeed a bit too bright compared to the carrages, the blue version is good.
Maquinista, I saw that you have updated the wiki pages with the 32bit buildings and the one with the tars. Very good! Only one thing: you added Brupjes countryhouse to both the "1×1 country house 2" and the "1x1 cottage". I think it should only be for the "1×1 country house 2".
I've started drawing another building, the 1x1 office block. Suggestions and criticism are welcome as always.
Re: [32bpp] Extra zoom levels Graphics
Posted: 23 Aug 2008 10:24
by maquinista
Varivar wrote:Your train looks really nice.

The red version is indeed a bit too bright compared to the carrages, the blue version is good.
Maquinista, I saw that you have updated the wiki pages with the 32bit buildings and the one with the tars. Very good! Only one thing: you added Brupjes countryhouse to both the "1×1 country house 2" and the "1x1 cottage". I think it should only be for the "1×1 country house 2".
I've started drawing another building, the 1x1 office block. Suggestions and criticism are welcome as always.
Your model is very good. I think that It doesn't need too many changes.
Also, I have created a GRF for the Jubilee, It only replace the graphics. The 8 bbp graphics (that aren't show in game) are from
this locomotive that I have drawn for a Spanish narrow gauge set.
Re: [32bpp] Extra zoom levels Graphics
Posted: 23 Aug 2008 13:36
by Varivar
I've drawn the construction stages of the 1x1 office block. I've also drawn mask files, I hope they're good.
-edit- fixed some glitches
Re: [32bpp] Extra zoom levels Graphics
Posted: 23 Aug 2008 15:13
by habell
I've been working on adapting the existing grass from temperate to the desert climate.
They all are just color corrections of existing sprites.
If anyone is interested. See attachment
Re: [32bpp] Extra zoom levels Graphics
Posted: 23 Aug 2008 15:22
by brupje
Here's my newest building, an office.
Should look a lot like

Re: [32bpp] Extra zoom levels Graphics
Posted: 23 Aug 2008 15:59
by Jupix
habell wrote:I've been working on adapting the existing grass from temperate to the desert climate.
They all are just color corrections of existing sprites.
If anyone is interested. See attachment
Hey, cool. Can you also make those into standard zoom level?